sound and ambience
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
sound and ambience
play a game of overwatch without sound and it's dull as fuck, part of the amazing atmosphere in dead space was due to the music and if this doesn't make you want to stay in a brightly lit room just about nothing will
sound is an important part of ''game feel'''''', in explicit and not consciously noticed feedback of player actions
while we have a lot of sound for effects, sound for ambience and atmosphere is neglected quite a bit
what would adding atmospheric ambience/sounds to ss13 do?
sound is an important part of ''game feel'''''', in explicit and not consciously noticed feedback of player actions
while we have a lot of sound for effects, sound for ambience and atmosphere is neglected quite a bit
what would adding atmospheric ambience/sounds to ss13 do?
The patched, dusty, trimmed, feathered mantle of evil +13.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: sound and ambience
I remember when we first got the new ambient sounds for maintenance, it blew my mind how much more atmospheric maintcrawling was when you could hear the distant dripping of coolant and the beep of a far off PDA. Shit was cash. Not to mention the smooth jazz in the det office
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- Nabski
- Joined: Thu Oct 20, 2016 5:42 pm
- Byond Username: Nabski
- Github Username: Nabski89
- Location: TN
Re: sound and ambience
You've got the spooky morgue sound, and sometimes the AI core for space jam.
The real question is, can I use the blueprints to give everywhere the morgue sounds?
That and is the framework for this system good enough to add it to more rooms. A tinkling of glasses in the bar, a HVAC fan in atmos, shuffling of papers in the HoPline/lawyers office.
The real question is, can I use the blueprints to give everywhere the morgue sounds?
That and is the framework for this system good enough to add it to more rooms. A tinkling of glasses in the bar, a HVAC fan in atmos, shuffling of papers in the HoPline/lawyers office.
-
- Joined: Thu Sep 24, 2015 8:43 am
- Byond Username: Smoopadoop
Re: sound and ambience
would footstep sounds be a bad idea
not loud like clown, but quiet metallic tonk tonk tonk
i think nearly every character action should have a sound. Clothy shuffling for changing clothes, different sfx for moving items like plasticky clicks or paper sounds
maybe even vaguely vocal sounds for when people talk. more people talking in an area should add to a kind of crowd white noise, so if the whole station screams together then you cant hear much over the sound, but if you're in maint you might hear the quiet mumbling of assistants exchanging drugs
not loud like clown, but quiet metallic tonk tonk tonk
i think nearly every character action should have a sound. Clothy shuffling for changing clothes, different sfx for moving items like plasticky clicks or paper sounds
maybe even vaguely vocal sounds for when people talk. more people talking in an area should add to a kind of crowd white noise, so if the whole station screams together then you cant hear much over the sound, but if you're in maint you might hear the quiet mumbling of assistants exchanging drugs
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
- Mark9013100
- Joined: Sat Dec 27, 2014 6:06 pm
- Byond Username: Mark9013100
Re: sound and ambience
Footsteps would be good as soft pats, like not enough to notice unless it's the only sound being made.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: sound and ambience
Footsteps would be a good step to add some ambience to the game, they would need to be quite however.
It may be a issue due to our movement speed being very fast but that can be countered by just making the foot sound tick every five or sex tiles moved or something similar.
It may be a issue due to our movement speed being very fast but that can be countered by just making the foot sound tick every five or sex tiles moved or something similar.
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: sound and ambience
Smoopadoop has the right idea, I think a good first step is to have every single action a player can do to make a sound.
Unlocking and locking closets, taking off and putting on clothing, switching fire modes on firearms, flipping up and down welding masks and riot helmets, having a radio effect when someone speaks into a radio, etc, etc.
The big issue is getting the sound assets that sound good.
Unlocking and locking closets, taking off and putting on clothing, switching fire modes on firearms, flipping up and down welding masks and riot helmets, having a radio effect when someone speaks into a radio, etc, etc.
The big issue is getting the sound assets that sound good.
-
- Joined: Thu Sep 24, 2015 8:43 am
- Byond Username: Smoopadoop
Re: sound and ambience
does anyone have a good enough sound recorder to do foley for us
also are we allowed to rip sfx from well known games? some of those are good
[gmod cloth sounds intensify]
also are we allowed to rip sfx from well known games? some of those are good
[gmod cloth sounds intensify]
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
- tacolizard
- Joined: Wed Jul 06, 2016 11:39 pm
- Byond Username: Tacolizard
- Github Username: Tacolizard
- Location: the endless void
Re: sound and ambience
no you can't rip sounds from other games unless they're open source with a compatible license.
also, obligatory shill for my PR which adds a TON of atmosphere: https://github.com/tgstation/tgstation/pull/28478
also, obligatory shill for my PR which adds a TON of atmosphere: https://github.com/tgstation/tgstation/pull/28478
-
- Joined: Thu Sep 24, 2015 8:43 am
- Byond Username: Smoopadoop
Re: sound and ambience
hey thats actually pretty good
Mains:
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
David Bellic the Scientist (usually)
Guy Fieri the Cook (not anymore)
Who is online
Users browsing this forum: No registered users